Weapons
There are many types of weapons you can find or purchase throughout Baldur's Gate: Dark Alliance. Most of the weapons you find are random and can have many different forms of magical properties. Below is a basic list of the weapons you might find and descriptions of their magical properties.
Weapon List
- Arrows
- Battleaxe
- Bastard Sword
- Club
- Dagger
- Great Axe
- Great Sword
- Halberd
- Hand Axe
- Light Mace
- Light Mace
- Long Sword
- Morning Star
- Onyx Sword
- Scimitar
- Short Bow
- Short Sword
- Spear
- Staff
- Warhammer
Magical Properties
+1 Through +5: This is the bonus number you receive with the item. For weapons, it adds to the base damage the weapon does.
Adamantine: This multiplies the damage a weapon does times four.
Darkwood: This multiples the damage a weapon does times three.
Disruption: Upon a critical hit, there is a chance of disintegrating an undead monster.
Fine: This multiplies the damage a weapon does times 1.5.
Flaming: This gives the weapon an additional 1-6 points of fire damage. Fire- and magic-resistant enemies take half-damage.
Flame Burst: This gives the weapon, on a critical hit, an additional 1-10 times the critical modifier points of fire damage. Fire- and magic-resistant enemies take half-damage.
Frost: This gives the weapon an additional 1-12 points of cold damage. Cold- and magic-resistant enemies take half-damage.
Icy Burst: This gives the weapon, on a critical hit, an additional 1-20 times the critical modifier points of cold damage. Cold- and magic-resistant enemies take half-damage.
Jeweled: This makes the items worth twice as much when you sell them.
Keen: This doubles the chances of getting a critical hit.
Masterwork: This multiplies the damage a weapon does times two.
Mithral: This multiplies the damage a weapon does times three.
Oak: This multiplies the damage a weapon does times four.
Rusty: This reduces the amount of damage a weapon does by -0.5.
Serrated: This gives you maximum damage the weapon can do with each hit.
Shock: This gives the weapon an additional 1-24 points of electrical damage. Electrical- and magic-resistant enemies take half-damage.
Shock Burst: This gives the weapon an additional 1-40 times the critical modifier points of electrical damage. Electrical- and magic-resistant enemies take half-damage.
Spiked: This gives you maximum damage the weapon can do with each hit.
Worn: This gives damage times 0.5 for weapons.
Wounding: On critical hits, this gives the weapon an addition 1-5 points of damage for two seconds.
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